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Morholt
Mar 18, 2006

Contrary to popular belief, tic-tac-toe isn't purely a game of chance.
It's very good. It's more boardgamey than Ultimate General.

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Pharnakes
Aug 14, 2009
Ultimate general isn't the first comparison to come to mind but it's very good, and FoG:E is coming in a month adding a strategic layer.

Ivan Shitskin
Nov 29, 2002

GrossMurpel posted:

Has anyone here played Field of Glory 2? Was looking for games similar to Ultimate General and I wanna know whether it's good.


I love FoG2 but it is a bit different from Ultimate General aside from it being a large-scale tactics game. FoG2 is quite literally a tabletop miniatures game converted into a PC game. I think it's quite good though and very challenging. The AI knows how to put up a good fight. Also check out Pike and Shot and Sengoku Jidai, since they are all made by pretty much the same people and have pretty much identical rules, just with different armies and tactics. I think it's neat to see how tactics evolved throughout history in those games. FoG2 goes all the way back to ancient Babylonians and Egyptians and Judeans and whatnot if you get the Rise of Persia DLC. Then Pike and Shot mainly focuses on 16th-17th century gunpowder warfare, but there are mods for it that go from medieval battles all the way up to the 19th century. Sengoku Jidai is the same thing except you get samurai armies and Chinese and Mongol horse archer armies and stuff.

GrossMurpel
Apr 8, 2011
Sounds good, I'll probably buy it as some point and check out those others games in different periods as well.
I guess if I want something more like UG though I'll have to replay Sudden Strike.
E: Or Cossacks

GrossMurpel fucked around with this message at 10:45 on Jun 15, 2019

Average Bear
Apr 4, 2010
How big serbia can get wikipedia image

Tahirovic
Feb 25, 2009
Fun Shoe
Is there a release date for Vicky3 now?

Drone
Aug 22, 2003

Incredible machine
:smug:


there is in my heart :smith:

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Tahirovic posted:

Is there a release date for Vicky3 now?

It will be released before the heat death of the universe.

Probably.

Takanago
Jun 2, 2007

You'll see...
Victoria III will be released 20 June 2037 for the 200th anniversary of Queen Victoria's coronation.

Magissima
Apr 15, 2013

I'd like to introduce you to some of the most special of our rocks and minerals.
Soiled Meat
Isn't the 182nd anniversary good enough?

Average Bear
Apr 4, 2010
That's embarrassing.

Westminster System
Jul 4, 2009
Funny thing is that mod is one of the best and most filled with content I've ever seen.

Average Bear
Apr 4, 2010
The longest written english work is also a fallout pony rape fanfic.

Dramicus
Mar 26, 2010
Grimey Drawer

Average Bear posted:

The longest written english work is also a fallout pony rape fanfic.

What

Average Bear
Apr 4, 2010
Life is better when you don't know about it. So just take my word.

tombom
Mar 8, 2006
Not trying to defend the MLP adult fandom or whatever but the mod is genuinely good and there's pretty much none of the weird fandom poo poo in it. It's probably the most content filled mod after Kaiserreich. Still feels weird to play obviously.

StealthArcher
Jan 10, 2010




I'd throw Worm as a contender for longest written works, but I'm also out of the loop on this.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I can't hate that, purely because Stalliongrad :allears:

StealthArcher
Jan 10, 2010




RabidWeasel posted:

I can't hate that, purely because Stalliongrad :allears:

Sadly, based off my 1 sample game, it's actually better to Communise the world by just playing as Crystal Empire and going Com as them.

Westminster System
Jul 4, 2009
Pan-Griffonian revolution or riot.

EightDeer
Dec 2, 2011

Average Bear posted:

The longest written english work is also a fallout pony rape fanfic.

Wrong. Fallout Equestria is about 620 thousand words. Marienbad My Love is 17 million words long.

aardvaard
Mar 4, 2013

you belong in the bog of eternal stench

yeah fallout equestria is nowhere near being the longest work in the english language. it even misses being longer than atlas shrugged (and probably has the exact same content)

Yaoi Gagarin
Feb 20, 2014

English wikipedia has 3.6 billion with a big ole B words so I think that's the longest English work

Also technically there are infinitely many English works of arbitrarily increasing length, we just haven't found them :newlol:

Jazerus
May 24, 2011


what about the smash bros fic that's 1.5 million words

Average Bear
Apr 4, 2010
The point is the mod is weaponized autism just like the book, so of course it has so much work put into it.

Farecoal
Oct 15, 2011

There he go

Average Bear posted:

The point is the mod is weaponized autism just like the book, so of course it has so much work put into it.

cool

Whorelord
May 1, 2013

Jump into the well...

lol at people admitting to playing a mlp conversion mod

Popoto
Oct 21, 2012

miaow
im playing it too but it's a joke you see? hahah, i play it ironically

Magissima
Apr 15, 2013

I'd like to introduce you to some of the most special of our rocks and minerals.
Soiled Meat
Ironic porn purchase leads to unironic ejaculation but replace ejaculation with posting in the paradox thread

aardvaard
Mar 4, 2013

you belong in the bog of eternal stench

Jazerus posted:

what about the smash bros fic that's 1.5 million words

the subspace emissary's worlds conquest is 4.1m words. the longest work is ambience: a fleet symphony, a kancolle fanfiction that's 4.5m words long.

Vichan
Oct 1, 2014

I'LL PUNISH YOU ACCORDING TO YOUR CRIME
Imperator's 1.1 beta has regnal numbers and a ruler list, yay!

Regnal numbers don't show on dead characters and you can't view a foreign nation's ruler list, boo... :(

Vivian Darkbloom
Jul 14, 2004


Vichan posted:

Imperator's 1.1 beta has regnal numbers and a ruler list, yay!

Regnal numbers don't show on dead characters and you can't view a foreign nation's ruler list, boo... :(

I guess Johan is committed to fixing Imperator so it's good, but he sure is salty about it!

https://www.pcgamer.com/how-paradox-is-rebuilding-imperator-rome/

Dr. Video Games 0031
Jul 17, 2004

Okay, I've been willing to defend Johan for a lot of stuff, but if this isn't a misquote, this is just a really lovely attitude to take.

quote:

"[Mana] was one of the first features we talked about, and it worked in the game and is a nice, balanced system," Andersson says. "I don't understand why people want to buy a game that has major core features that they don't like. Well, if the customers want something different, we'll just have to change the game to do that."
Practically any feature can be good or bad depending on how it's been implemented. Throughout the history of the game there have been a near-infinite number of features that have sounded amazing on paper yet ended up lovely in-game. "Why did people buy a game with a core feature they knew they wouldn't like?" shouldn't be the question, because I'd be willing to bet that 90% of the time, they didn't. They bought a feature they didn't know whether they'd like it or not, and then it turns out they didn't. The question that should be asked instead is "why didn't they like this feature they thought they'd like?" I have to assume that question was asked eventually in the course of redesigning the system, but c'mon dude, you have to give your customer base more credit than this. People generally don't act so utterly irrationally as to buy games with core features they already know they won't like. The problem is not that the customers are hypocritical or illogical. If that's where your blame is gonna lie, then you're starting this entire process off on the wrong foot and you need to reevaluate what went wrong. Maybe the feature wasn't as balanced as you still seem to think it was?

For the record, I still think it's rash to replace the mana system outright. Hopefully the new system works better, but I do worry about this being a kneejerk reaction to the negative criticism considering how sudden and thorough this change is.

Walh Hara
May 11, 2012

Dr. Video Games 0031 posted:

For the record, I still think it's rash to replace the mana system outright. Hopefully the new system works better, but I do worry about this being a kneejerk reaction to the negative criticism considering how sudden and thorough this change is.

To be honest, I think so as well. In my eyes, the problem is that there are a bunch of things that currently cost power that should have been free (or have another drawback), like diplomatic interactions, changing a governor's policy, setting up a trade route, etc.

In general I like the issue of these kinds of resources, but imperator rome suffered too often from situations where you literally can't do anything because you lack some resource.But it seems to me they can fix this without completely removing the system.

TorakFade
Oct 3, 2006

I strongly disapprove


Dr. Video Games 0031 posted:

People generally don't act so utterly irrationally as to buy games with core features they already know they won't like.

Uh, for Imperator, that seems to be exactly what happened actually. There's been tons of streams and info floating around, everybody with any kind of interest for the game should've known that there was a mana system. Yet, people bought it (probably sight unseen, which ... eh, isn't really smart) and complained that mana should go away... if you think a mana system is not good for the game just don't buy it, rather than get it and dub it the worst game ever (and it's not about implementation, check the negative reviews, plenty of those are just "WHY ARE THERE ABSTRACTED CURRENCIES AND THINGS HAPPEN IMMEDIATELY, THIS SUCKS, GAME FAIL" - I've said it many times, it seems people expected CK2 : Rome rather than EU4: Rome which is what Paradox was going for - publicly, not in secret)

I do agree that the attitude isn't the best one, but I see where that is coming from. I mean if I am baking a chocolate cake, I advertise it as chocolate cake and show videos of me baking the cake using chocolate... then when I put it up for sale people buy it without even reading the ingredients, and I get reviews that say "this cake has chocolate, yuck, that's real lovely of you", yeah I can see getting pissed with the buyers.

The problem is I should be more careful to understand what my customer base wants, if they want fruit cake I shouldn't even think about baking chocolate cake and then scraping the chocolate away to re-fill it with fruit or whatever. I should make a fruit cake in the first place.

(I do like the game even "as is", and honestly I'm afraid about this "remove mana completely" thing too, but for example the stability change, and in general "do thing, see effects over time" is 100% good and should actually get implemented in any future games like EU5 from day 1. I'd also love if there was a choice for things where it makes sense: for example, pay 100 *currency* to get +0.5 stability effect over 5 years, or pay 250 *currency* to get +20 stability right now)

TorakFade fucked around with this message at 10:56 on Jun 22, 2019

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Dr. Video Games 0031 posted:

Okay, I've been willing to defend Johan for a lot of stuff, but if this isn't a misquote, this is just a really lovely attitude to take.

Practically any feature can be good or bad depending on how it's been implemented. Throughout the history of the game there have been a near-infinite number of features that have sounded amazing on paper yet ended up lovely in-game. "Why did people buy a game with a core feature they knew they wouldn't like?" shouldn't be the question, because I'd be willing to bet that 90% of the time, they didn't. They bought a feature they didn't know whether they'd like it or not, and then it turns out they didn't. The question that should be asked instead is "why didn't they like this feature they thought they'd like?" I have to assume that question was asked eventually in the course of redesigning the system, but c'mon dude, you have to give your customer base more credit than this. People generally don't act so utterly irrationally as to buy games with core features they already know they won't like. The problem is not that the customers are hypocritical or illogical. If that's where your blame is gonna lie, then you're starting this entire process off on the wrong foot and you need to reevaluate what went wrong. Maybe the feature wasn't as balanced as you still seem to think it was?

For the record, I still think it's rash to replace the mana system outright. Hopefully the new system works better, but I do worry about this being a kneejerk reaction to the negative criticism considering how sudden and thorough this change is.

I think that a major part of the problem is that there were a number of reasonable complaints about specific aspects of the power system which seem to have been taken, in aggregate along with the extremely vocal "anti mana" minority, as proof that the system as a whole was disliked.

Anyway if you keep reading Johan seems to appreciate that the new system is actually better in concept because it ties into other parts of the game more directly, though I am curious what they're going to do in order to make ruler stats meaningful (this was one of the major issues, along with reducing snowballing, that lead to MP being introduced to EU4 in the first place!)

fuf
Sep 12, 2004

haha
My favourite part of Imperator in the brief time I played after release was playing as a tribal leader and getting events that gave free cohorts to one of your tribal elders at the price of decreased loyalty. They were genuinely hard decisions because I desperately needed the men to win a war but I was slowly undermining my internal authority.

I like those kind of risk vs reward decisions that are about balancing competing interests. That kind of gameplay feels very different from just spending currency. It's more like walking a tightrope. If the new system allows for more of that then I'm looking forward to it.

Jazerus
May 24, 2011


Dr. Video Games 0031 posted:

Okay, I've been willing to defend Johan for a lot of stuff, but if this isn't a misquote, this is just a really lovely attitude to take.

Practically any feature can be good or bad depending on how it's been implemented. Throughout the history of the game there have been a near-infinite number of features that have sounded amazing on paper yet ended up lovely in-game. "Why did people buy a game with a core feature they knew they wouldn't like?" shouldn't be the question, because I'd be willing to bet that 90% of the time, they didn't. They bought a feature they didn't know whether they'd like it or not, and then it turns out they didn't. The question that should be asked instead is "why didn't they like this feature they thought they'd like?" I have to assume that question was asked eventually in the course of redesigning the system, but c'mon dude, you have to give your customer base more credit than this. People generally don't act so utterly irrationally as to buy games with core features they already know they won't like. The problem is not that the customers are hypocritical or illogical. If that's where your blame is gonna lie, then you're starting this entire process off on the wrong foot and you need to reevaluate what went wrong. Maybe the feature wasn't as balanced as you still seem to think it was?

For the record, I still think it's rash to replace the mana system outright. Hopefully the new system works better, but I do worry about this being a kneejerk reaction to the negative criticism considering how sudden and thorough this change is.

the core problem with imperator isn't any one feature. it's the way that all of the features added together don't really evoke the atmosphere or dynamics of the ancient world. eu4 may be boardgame-y but even so all of those abstracted mechanics add up to a period-fitting experience. nobody could have known based on the presence of this or that feature whether the whole experience was worthwhile.

the new system seems a lot better based on the description, but not because it's based on concrete rather than abstract numbers - it's because it's local and all of your individual local decisions about provinces and people add up to form the overall situation of your empire.

johan discusses in the article that he thinks he took the wrong lesson from eu4 - that abstracted mechanics are better than concrete ones. well, that is the wrong lesson in a sense because no grand strategy game could really get by with being fully abstract or fully concrete. a fully abstract grand strategy game is just a 4x and a fully concrete grand strategy game would be a simulation of the universe. abstraction is good when it lets you gloss over details that the player is probably not interested in, or generalize a mechanic that would otherwise be really hard to generalize across many different nations, like "political power" as a concept. things like character loyalty and population management are details that the player is probably going to be interested in in their ancient world game, and aren't so different from nation to nation as to require a generalized abstraction, so they can be more concrete.

Jazerus fucked around with this message at 17:15 on Jun 22, 2019

Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


Dr. Video Games 0031 posted:

Okay, I've been willing to defend Johan for a lot of stuff, but if this isn't a misquote, this is just a really lovely attitude to take.

It's kind of in line with a lot of Johan's other points about this game; in the Imperator thread, for example, he defends pirates currently being bad and annoying, because now he can change them later and players will like the changes, vs. adding pirates and players being upset about pirates. It's.. a frustratingly adversarial position to take with your playerbase.

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GrossMurpel
Apr 8, 2011

Dr. Video Games 0031 posted:

They bought a feature they didn't know whether they'd like it or not, and then it turns out they didn't.

More like they blindly buy every game because sacred Paradox can do no wrong, without actually looking at gameplay beforehand.

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